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		afbbbd7335
		
			
		
	
	
	
	
		
			
			# Objective The names of numerous rendering components in Bevy are inconsistent and a bit confusing. Relevant names include: - `AutoExposureSettings` - `AutoExposureSettingsUniform` - `BloomSettings` - `BloomUniform` (no `Settings`) - `BloomPrefilterSettings` - `ChromaticAberration` (no `Settings`) - `ContrastAdaptiveSharpeningSettings` - `DepthOfFieldSettings` - `DepthOfFieldUniform` (no `Settings`) - `FogSettings` - `SmaaSettings`, `Fxaa`, `TemporalAntiAliasSettings` (really inconsistent??) - `ScreenSpaceAmbientOcclusionSettings` - `ScreenSpaceReflectionsSettings` - `VolumetricFogSettings` Firstly, there's a lot of inconsistency between `Foo`/`FooSettings` and `FooUniform`/`FooSettingsUniform` and whether names are abbreviated or not. Secondly, the `Settings` post-fix seems unnecessary and a bit confusing semantically, since it makes it seem like the component is mostly just auxiliary configuration instead of the core *thing* that actually enables the feature. This will be an even bigger problem once bundles like `TemporalAntiAliasBundle` are deprecated in favor of required components, as users will expect a component named `TemporalAntiAlias` (or similar), not `TemporalAntiAliasSettings`. ## Solution Drop the `Settings` post-fix from the component names, and change some names to be more consistent. - `AutoExposure` - `AutoExposureUniform` - `Bloom` - `BloomUniform` - `BloomPrefilter` - `ChromaticAberration` - `ContrastAdaptiveSharpening` - `DepthOfField` - `DepthOfFieldUniform` - `DistanceFog` - `Smaa`, `Fxaa`, `TemporalAntiAliasing` (note: we might want to change to `Taa`, see "Discussion") - `ScreenSpaceAmbientOcclusion` - `ScreenSpaceReflections` - `VolumetricFog` I kept the old names as deprecated type aliases to make migration a bit less painful for users. We should remove them after the next release. (And let me know if I should just... not add them at all) I also added some very basic docs for a few types where they were missing, like on `Fxaa` and `DepthOfField`. ## Discussion - `TemporalAntiAliasing` is still inconsistent with `Smaa` and `Fxaa`. Consensus [on Discord](https://discord.com/channels/691052431525675048/743663924229963868/1280601167209955431) seemed to be that renaming to `Taa` would probably be fine, but I think it's a bit more controversial, and it would've required renaming a lot of related types like `TemporalAntiAliasNode`, `TemporalAntiAliasBundle`, and `TemporalAntiAliasPlugin`, so I think it's better to leave to a follow-up. - I think `Fog` should probably have a more specific name like `DistanceFog` considering it seems to be distinct from `VolumetricFog`. ~~This should probably be done in a follow-up though, so I just removed the `Settings` post-fix for now.~~ (done) --- ## Migration Guide Many rendering components have been renamed for improved consistency and clarity. - `AutoExposureSettings` → `AutoExposure` - `BloomSettings` → `Bloom` - `BloomPrefilterSettings` → `BloomPrefilter` - `ContrastAdaptiveSharpeningSettings` → `ContrastAdaptiveSharpening` - `DepthOfFieldSettings` → `DepthOfField` - `FogSettings` → `DistanceFog` - `SmaaSettings` → `Smaa` - `TemporalAntiAliasSettings` → `TemporalAntiAliasing` - `ScreenSpaceAmbientOcclusionSettings` → `ScreenSpaceAmbientOcclusion` - `ScreenSpaceReflectionsSettings` → `ScreenSpaceReflections` - `VolumetricFogSettings` → `VolumetricFog` --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			125 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			125 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example showcases atmospheric fog
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| //!
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| //! ## Controls
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| //!
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| //! | Key Binding        | Action                                 |
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| //! |:-------------------|:---------------------------------------|
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| //! | `Spacebar`         | Toggle Atmospheric Fog                 |
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| //! | `S`                | Toggle Directional Light Fog Influence |
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| 
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| use bevy::{
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|     pbr::{CascadeShadowConfigBuilder, NotShadowCaster},
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|     prelude::*,
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| };
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_systems(
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|             Startup,
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|             (setup_camera_fog, setup_terrain_scene, setup_instructions),
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|         )
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|         .add_systems(Update, toggle_system)
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|         .run();
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| }
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| 
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| fn setup_camera_fog(mut commands: Commands) {
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|     commands.spawn((
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|         Camera3dBundle {
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|             transform: Transform::from_xyz(-1.0, 0.1, 1.0)
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|                 .looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
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|             ..default()
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|         },
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|         DistanceFog {
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|             color: Color::srgba(0.35, 0.48, 0.66, 1.0),
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|             directional_light_color: Color::srgba(1.0, 0.95, 0.85, 0.5),
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|             directional_light_exponent: 30.0,
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|             falloff: FogFalloff::from_visibility_colors(
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|                 15.0, // distance in world units up to which objects retain visibility (>= 5% contrast)
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|                 Color::srgb(0.35, 0.5, 0.66), // atmospheric extinction color (after light is lost due to absorption by atmospheric particles)
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|                 Color::srgb(0.8, 0.844, 1.0), // atmospheric inscattering color (light gained due to scattering from the sun)
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|             ),
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|         },
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|     ));
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| }
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| 
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| fn setup_terrain_scene(
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|     mut commands: Commands,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<StandardMaterial>>,
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|     asset_server: Res<AssetServer>,
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| ) {
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|     // Configure a properly scaled cascade shadow map for this scene (defaults are too large, mesh units are in km)
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|     let cascade_shadow_config = CascadeShadowConfigBuilder {
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|         first_cascade_far_bound: 0.3,
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|         maximum_distance: 3.0,
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|         ..default()
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|     }
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|     .build();
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| 
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|     // Sun
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|     commands.spawn(DirectionalLightBundle {
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|         directional_light: DirectionalLight {
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|             color: Color::srgb(0.98, 0.95, 0.82),
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|             shadows_enabled: true,
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|             ..default()
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|         },
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|         transform: Transform::from_xyz(0.0, 0.0, 0.0)
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|             .looking_at(Vec3::new(-0.15, -0.05, 0.25), Vec3::Y),
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|         cascade_shadow_config,
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|         ..default()
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|     });
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| 
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|     // Terrain
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|     commands.spawn(SceneBundle {
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|         scene: asset_server
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|             .load(GltfAssetLabel::Scene(0).from_asset("models/terrain/Mountains.gltf")),
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|         ..default()
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|     });
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| 
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|     // Sky
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|     commands.spawn((
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|         PbrBundle {
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|             mesh: meshes.add(Cuboid::new(2.0, 1.0, 1.0)),
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|             material: materials.add(StandardMaterial {
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|                 base_color: Srgba::hex("888888").unwrap().into(),
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|                 unlit: true,
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|                 cull_mode: None,
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|                 ..default()
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|             }),
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|             transform: Transform::from_scale(Vec3::splat(20.0)),
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|             ..default()
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|         },
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|         NotShadowCaster,
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|     ));
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| }
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| 
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| fn setup_instructions(mut commands: Commands) {
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|     commands.spawn(
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|         TextBundle::from_section(
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|             "Press Spacebar to Toggle Atmospheric Fog.\nPress S to Toggle Directional Light Fog Influence.",
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|             TextStyle::default(),
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|         )
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|         .with_style(Style {
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|             position_type: PositionType::Absolute,
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|             bottom: Val::Px(12.0),
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|             left: Val::Px(12.0),
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|             ..default()
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|         }),
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|     );
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| }
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| 
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| fn toggle_system(keycode: Res<ButtonInput<KeyCode>>, mut fog: Query<&mut DistanceFog>) {
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|     let mut fog = fog.single_mut();
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| 
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|     if keycode.just_pressed(KeyCode::Space) {
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|         let a = fog.color.alpha();
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|         fog.color.set_alpha(1.0 - a);
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|     }
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| 
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|     if keycode.just_pressed(KeyCode::KeyS) {
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|         let a = fog.directional_light_color.alpha();
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|         fog.directional_light_color.set_alpha(0.5 - a);
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|     }
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| }
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